move_hitbox

A bone-attached sphere/capsule belonging to a named fighter and move. Multiple boxes in a move hit each victim only once per activation. @root explicitly uses the entity frame. Frames are zero-based; active_end is exclusive. Shared clip/fps/frames must agree across a move's boxes.

In scene text

move_hitbox { fighter "…"  bone "…"  end_bone "…" }

Add it in the Inspector (Add Component), in scene text as above, or ask your AI. Fields you leave out keep their defaults.

Fields 15

FieldTypeUnit / rangeWhat it does
fightertext—Move selected by self.attack(name).
bonetext—Skeleton node or semantic role (hand.R, foot.L, head, chest), or @root.
end_bonetext—Other capsule endpoint's bone; empty uses bone.
offset(x, y, z)—Second point in end_bone-local meters; equal to offset gives a sphere.
radiusnumber0.001 … 10Sphere/capsule radius in bone-local meters.
cliptext—Exact animation clip or engine alias; empty is an explicitly pose-driven move.
clip_startnumber0 … 3600Seconds into the animation where this move begins.
fpsnumber1 … 240Move timing frames per second, independent of render rate.
active_startnumber0 … 2400First active frame.
active_endnumber0 … 2400First inactive recovery frame.
framesnumber1 … 2400Total move frames, including recovery.
damagenumber0 … 100000Base damage before receiving-zone and guard modifiers.
impulsenumber0 … 1000Impact impulse (newton-seconds).
hit_stopnumber0 … 120Whole move frames of impact pause.
reactiontext—auto, flinch, stagger or knockdown; a block prevents knockdown.
Arcwright Beta 2 (0.4.0) · generated from the engine source (25e375c86)Something wrong or missing? Tell us
Download Arcwright free